Bull Fight


Characters with 4 or more legs, especially characterw tih hooves, can learn how to use their four-legged stance both aggressively and defensively. Taking the best moves of the natural boar, bull, and elk, this practical martial art shows four-legged creatures how to take advantage of their mess, as well as the power of moving on four legs. Popular with mutant animals and centaurs alike. Basic moves include:

Block: Automatic Shoulder Block. The character can attempt to defend against an attack, like a parry, by "shouldering" into the attacker's arm or body, thereby throwing any punch or weapon off-target. Provided the attacker isn't coming from the rear, can be done without using up a melee round action.

Back Kick: The character plants their forelegs and kicks out, mule-style, with both back legs. Counts as two melee attacks, but does a lot of damage; 4D6 plus damage bonuses to one target. Or, if there are two targets directly behind the character, can hit both with 2D6 plus damage bonuses, to each.

Goring Critical Strike: Ripping, slashing, or impaling an opponent with one's horns, antlers, or tusts; a Critical Strike.

Head Butt: Strikes opponent with blunt part of hardhead or horns to inflict 1d6 damage plus damage bonuses.

Head Butt Charge Attack: Using the full force of four legs, as well as powerful neck muscles, the character lunges forward with a head attack. Depending on the character's armament, the damage can come from horns, antlers, tusts, or some kind of spiked helmet, plus damage bonuses.

Tample/Stampede: The character attempts to run right over the opponent, inflicting double the normal amount of the character's usual hoof damage (2d6 if the character doesn't have hooves), plus any damage bonuses.

Throw Off: A bucking bronco move to throw anybody who has leapt onto its back or who has grabbed its horns to the ground. Counts as an attack, roll to strike/throw. Defender rolls to hang on. As usual, high roll wins, with the defender/hanger-on winning ties. Victims who are thrown take 1d6 damage, but also lose initiative

Level

  1. Four attacks/melee, +2 to pull punch, +2 to roll with impact
  2. +2 to parry and dodge
  3. Kick Attack does 1D6 Damage
  4. One additional attack per melee
  5. +1 to strike
  6. Critical strike on an unmodified 18, 19, or 20
  7. +2 to Damage
  8. Judo-style body throw/flip; does 1D6 Damage, and victim loses initiative and one attack per melee
  9. One additional attack per melee
  10. +2 to pull punch, +2 to roll with impact
  11. +1 to parry and dodge
  12. +1 to strike
  13. Critical strike or knockout from behind
  14. +2 to damage
  15. One additional attack per melee

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